Alghollthu Whip

Level 7350 gpWeaponBulk 1UncommonRemaster

1d4S·Martial·Flail·One-handed

Runes +1, striking

This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an aqudel, and constantly strobes with small patterns of light.

Activate (concentrate, occult, visual)

Frequency once per day

Requirements Your last action was a successful Strike, Grapple, or Trip with the alghollthu whip


Effect Patterns on the skin of the whip strobe in a rapid pulse. The creature your attack succeeded against must attempt a DC 23 will save.

Critical Success The target is unaffected.

Success The target is Dazzled until the end of your next turn.

Failure The target is dazzled until the end of your next turn and Stunned 1.

Critical Failure The target is dazzled until the end of your next turn and Stunned 2.


Craft Requirements The initial raw materials must include a tentacle from an aqudel.

Traits

Disarm

You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Nonlethal

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.

Reach

Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

Trip

You can use this weapon to Trip with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Critical Specialization (flail)

The target is knocked prone.